python import cocos from cocos.actions import * from cocos.director import director from cocos.layer import * from cocos.scenes.transitions import * class GameLayer(cocos.layer.Layer): def __init__(self): super(GameLayer, self).__init__() self.is_event_handler = True self.player = cocos.sprite.Sprite('player.png') self.player.position = (320, 240) self.add(self.player) class GameScene(cocos.scene.Scene): def __init__(self): super(GameScene,self).__init__() self.add(GameLayer()) def main(): director.init(width=640, height=480) director.run(GameScene()) if __name__ == '__main__': main() python from cocos.collision_model import * from cocos.euclid import * width, height = director.get_window_size() collision_manager = CollisionManagerBruteForce() ship = Ship((width / 2, height / 2), collision_manager.add_tricky(ship)) asteroids = set() for _ in range(10000): position = (random.uniform(0, width), random.uniform(0, height)) asteroid = Asteroid(position, collision_manager.add(asteroid)) asteroids.add(asteroid) python body = cocos.physics.StaticBody() position = (320, 240) sprite = cocos.sprite.Sprite('game_object.png') body.position = position sprite.position = position body.add(shape) self.add(sprite) python body = cocos.physics.StaticBody() corner1 = (0, 0) corner2 = (100, 100) sprite = cocos.sprite.Sprite('game_object.png') body.position = position sprite.position = position body.create_box_shape(corner1, corner2) self.add(sprite) force = (100, 100) body.apply_impulse_at_local_point(force)


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